veloren_voxygen_anim/bird_medium/
shockwave.rs

1use super::{
2    super::{Animation, vek::*},
3    BirdMediumSkeleton, SkeletonAttr,
4};
5use common::states::utils::StageSection;
6
7pub struct ShockwaveAnimation;
8
9impl Animation for ShockwaveAnimation {
10    type Dependency<'a> = (Option<StageSection>, bool);
11    type Skeleton = BirdMediumSkeleton;
12
13    #[cfg(feature = "use-dyn-lib")]
14    const UPDATE_FN: &'static [u8] = b"bird_medium_shockwave\0";
15
16    #[cfg_attr(feature = "be-dyn-lib", unsafe(export_name = "bird_medium_shockwave"))]
17    fn update_skeleton_inner<'a>(
18        skeleton: &Self::Skeleton,
19        (stage_section, on_ground): Self::Dependency<'_>,
20        anim_time: f32,
21        _rate: &mut f32,
22        s_a: &SkeletonAttr,
23    ) -> Self::Skeleton {
24        let mut next = (*skeleton).clone();
25
26        let (movement1base, movement2base, movement3, _twitch) = match stage_section {
27            Some(StageSection::Buildup) => (anim_time.powf(0.5), 0.0, 0.0, 0.0),
28            Some(StageSection::Action) => (1.0, anim_time.min(1.0).powf(0.1), 0.0, anim_time),
29            Some(StageSection::Recover) => (1.0, 1.0, anim_time, 1.0),
30            _ => (0.0, 0.0, 0.0, 0.0),
31        };
32
33        let pullback = 1.0 - movement3;
34
35        let movement1abs = movement1base * pullback;
36        let movement2abs = movement2base * pullback;
37
38        let wave_slow_cos = (anim_time * 4.5).cos();
39
40        next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + movement1abs * 1.5);
41        next.chest.orientation = Quaternion::rotation_x(movement1abs * 1.0 + movement2abs * -1.0);
42
43        next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
44        next.head.orientation = Quaternion::rotation_x(wave_slow_cos * 0.01);
45
46        next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1);
47        next.tail.orientation = Quaternion::rotation_x(0.6);
48
49        if on_ground {
50            next.wing_in_l.position = Vec3::new(-s_a.wing_in.0, s_a.wing_in.1, s_a.wing_in.2);
51            next.wing_in_r.position = Vec3::new(s_a.wing_in.0, s_a.wing_in.1, s_a.wing_in.2);
52
53            next.wing_in_l.orientation =
54                Quaternion::rotation_y(-0.8 + movement1abs * 1.6 + movement2abs * -1.6)
55                    * Quaternion::rotation_z(0.2 + movement1abs * -0.8);
56            next.wing_in_r.orientation =
57                Quaternion::rotation_y(0.8 + movement1abs * -1.6 + movement2abs * 1.6)
58                    * Quaternion::rotation_z(-0.2 + movement1abs * 0.8);
59
60            next.wing_out_l.position = Vec3::new(-s_a.wing_out.0, s_a.wing_out.1, s_a.wing_out.2);
61            next.wing_out_r.position = Vec3::new(s_a.wing_out.0, s_a.wing_out.1, s_a.wing_out.2);
62            next.wing_out_l.orientation =
63                Quaternion::rotation_y(-0.4) * Quaternion::rotation_z(0.2);
64            next.wing_out_r.orientation =
65                Quaternion::rotation_y(0.4) * Quaternion::rotation_z(-0.2);
66
67            next.leg_l.position = Vec3::new(-s_a.leg.0, s_a.leg.1, s_a.leg.2);
68            next.leg_l.orientation = Quaternion::rotation_x(0.0);
69            next.leg_r.position = Vec3::new(s_a.leg.0, s_a.leg.1, s_a.leg.2);
70            next.leg_r.orientation = Quaternion::rotation_x(0.0);
71        }
72
73        next
74    }
75}